﻿<!DOCTYPE html>
<html>
  <head>
    <meta charset="utf-8">
      <title>float3x3 结构
 | Fantasy.Net API Reference </title>
      <meta name="viewport" content="width=device-width, initial-scale=1.0">
      <meta name="title" content="float3x3 结构
 | Fantasy.Net API Reference ">
      
      <link rel="icon" href="../favicon.ico">
      <link rel="stylesheet" href="../public/docfx.min.css">
      <link rel="stylesheet" href="../public/main.css">
      <meta name="docfx:navrel" content="../toc.html">
      <meta name="docfx:tocrel" content="toc.html">
      
      <meta name="docfx:rel" content="../">
      
      
      
  </head>

  <script type="module">
    import options from './../public/main.js'
    import { init } from './../public/docfx.min.js'
    init(options)
  </script>

  <script>
    const theme = localStorage.getItem('theme') || 'auto'
    document.documentElement.setAttribute('data-bs-theme', theme === 'auto' ? (window.matchMedia('(prefers-color-scheme: dark)').matches ? 'dark' : 'light') : theme)
  </script>

  <body class="tex2jax_ignore" data-layout="" data-yaml-mime="ManagedReference">
    <header class="bg-body border-bottom">
      <nav id="autocollapse" class="navbar navbar-expand-md" role="navigation">
        <div class="container-xxl flex-nowrap">
          <a class="navbar-brand" href="../index.html">
            <img id="logo" class="svg" src="../logo.svg" alt="Fantasy.Net">
            Fantasy.Net
          </a>
          <button class="btn btn-lg d-md-none border-0" type="button" data-bs-toggle="collapse" data-bs-target="#navpanel" aria-controls="navpanel" aria-expanded="false" aria-label="Toggle navigation">
            <i class="bi bi-three-dots"></i>
          </button>
          <div class="collapse navbar-collapse" id="navpanel">
            <div id="navbar">
              <form class="search" role="search" id="search">
                <i class="bi bi-search"></i>
                <input class="form-control" id="search-query" type="search" disabled="" placeholder="搜索" autocomplete="off" aria-label="Search">
              </form>
            </div>
          </div>
        </div>
      </nav>
    </header>

    <main class="container-xxl">
      <div class="toc-offcanvas">
        <div class="offcanvas-md offcanvas-start" tabindex="-1" id="tocOffcanvas" aria-labelledby="tocOffcanvasLabel">
          <div class="offcanvas-header">
            <h5 class="offcanvas-title" id="tocOffcanvasLabel">Table of Contents</h5>
            <button type="button" class="btn-close" data-bs-dismiss="offcanvas" data-bs-target="#tocOffcanvas" aria-label="Close"></button>
          </div>
          <div class="offcanvas-body">
            <nav class="toc" id="toc"></nav>
          </div>
        </div>
      </div>

      <div class="content">
        <div class="actionbar">
          <button class="btn btn-lg border-0 d-md-none" style="margin-top: -.65em; margin-left: -.8em" type="button" data-bs-toggle="offcanvas" data-bs-target="#tocOffcanvas" aria-controls="tocOffcanvas" aria-expanded="false" aria-label="Show table of contents">
            <i class="bi bi-list"></i>
          </button>

          <nav id="breadcrumb"></nav>
        </div>

        <article data-uid="Unity.Mathematics.float3x3">



  <h1 id="Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3" class="text-break">
    float3x3 结构
  
  </h1>

  <div class="facts text-secondary">
    <dl><dt>命名空间</dt><dd><a class="xref" href="Unity.html">Unity</a>.<a class="xref" href="Unity.Mathematics.html">Mathematics</a></dd></dl>
  <dl><dt>程序集</dt><dd>Fantasy.Net.dll</dd></dl>
  </div>

  <div class="markdown summary"><p>A 3x3 matrix of floats.</p>
</div>
  <div class="markdown conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public struct float3x3 : IEquatable&lt;float3x3&gt;, IFormattable</code></pre>
  </div>





  <dl class="typelist implements">
    <dt>实现</dt>
    <dd>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iequatable-1">IEquatable</a>&lt;<a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a>&gt;</div>
      <div><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformattable">IFormattable</a></div>
    </dd>
  </dl>


  <dl class="typelist derived">
    <dt>继承成员</dt>
    <dd>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.gettype">object.GetType()</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)">object.Equals(object, object)</a>
    </div>
    <div>
      <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object.referenceequals">object.ReferenceEquals(object, object)</a>
    </div>
  </dd></dl>

  <dl class="typelist extensionMethods">
    <dt>扩展方法</dt>
    <dd>
  <div>
      <a class="xref" href="Fantasy.Helper.JsonHelper.html#Fantasy_Helper_JsonHelper_ToJson__1___0_">JsonHelper.ToJson&lt;T&gt;(T)</a>
  </div>
  </dd></dl>





  <h2 class="section" id="constructors">构造函数
</h2>


  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_Boolean_" data-uid="Unity.Mathematics.float3x3.#ctor(System.Boolean)">
  float3x3(bool)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a single bool value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(bool v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>bool to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_Double_" data-uid="Unity.Mathematics.float3x3.#ctor(System.Double)">
  float3x3(double)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a single double value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(double v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.double">double</a></dt>
    <dd><p>double to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_Int32_" data-uid="Unity.Mathematics.float3x3.#ctor(System.Int32)">
  float3x3(int)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a single int value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(int v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>int to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_Single_" data-uid="Unity.Mathematics.float3x3.#ctor(System.Single)">
  float3x3(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a single float value by assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(float v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>float to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
  float3x3(float, float, float, float, float, float, float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from 9 float values given in row-major order.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(float m00, float m01, float m02, float m10, float m11, float m12, float m20, float m21, float m22)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>m00</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 0 will be set to this value.</p>
</dd>
    <dt><code>m01</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 1 will be set to this value.</p>
</dd>
    <dt><code>m02</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 0, column 2 will be set to this value.</p>
</dd>
    <dt><code>m10</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 0 will be set to this value.</p>
</dd>
    <dt><code>m11</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 1 will be set to this value.</p>
</dd>
    <dt><code>m12</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 1, column 2 will be set to this value.</p>
</dd>
    <dt><code>m20</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 0 will be set to this value.</p>
</dd>
    <dt><code>m21</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 1 will be set to this value.</p>
</dd>
    <dt><code>m22</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The matrix at row 2, column 2 will be set to this value.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_System_UInt32_" data-uid="Unity.Mathematics.float3x3.#ctor(System.UInt32)">
  float3x3(uint)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a single uint value by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(uint v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.uint32">uint</a></dt>
    <dd><p>uint to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_bool3x3_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.bool3x3)">
  float3x3(bool3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a bool3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(bool3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_double3x3_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.double3x3)">
  float3x3(double3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a double3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(double3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.double3x3.html">double3x3</a></dt>
    <dd><p>double3x3 to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_float3_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.float3,Unity.Mathematics.float3,Unity.Mathematics.float3)">
  float3x3(float3, float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from three float3 vectors.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(float3 c0, float3 c1, float3 c2)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>c0</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The matrix column c0 will be set to this value.</p>
</dd>
    <dt><code>c1</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The matrix column c1 will be set to this value.</p>
</dd>
    <dt><code>c2</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The matrix column c2 will be set to this value.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_float4x4_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.float4x4)">
  float3x3(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 from the upper left 3x3 of a float4x4.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(float4x4 f4x4)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>f4x4</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p><a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a> to extract a float3x3 from.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_int3x3_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.int3x3)">
  float3x3(int3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a int3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(int3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.int3x3.html">int3x3</a></dt>
    <dd><p>int3x3 to convert to float3x3</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_quaternion_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.quaternion)">
  float3x3(quaternion)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a unit quaternion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(quaternion q)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>q</code> <a class="xref" href="Unity.Mathematics.quaternion.html">quaternion</a></dt>
    <dd><p>The quaternion rotation.</p>
</dd>
  </dl>












  <a id="Unity_Mathematics_float3x3__ctor_" data-uid="Unity.Mathematics.float3x3.#ctor*"></a>

  <h3 id="Unity_Mathematics_float3x3__ctor_Unity_Mathematics_uint3x3_" data-uid="Unity.Mathematics.float3x3.#ctor(Unity.Mathematics.uint3x3)">
  float3x3(uint3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Constructs a float3x3 matrix from a uint3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3x3(uint3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.uint3x3.html">uint3x3</a></dt>
    <dd><p>uint3x3 to convert to float3x3</p>
</dd>
  </dl>












  <h2 class="section" id="fields">字段
</h2>



  <h3 id="Unity_Mathematics_float3x3_c0" data-uid="Unity.Mathematics.float3x3.c0">
  c0
  
  </h3>

  <div class="markdown level1 summary"><p>Column 0 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3 c0</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float3x3_c1" data-uid="Unity.Mathematics.float3x3.c1">
  c1
  
  </h3>

  <div class="markdown level1 summary"><p>Column 1 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3 c1</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float3x3_c2" data-uid="Unity.Mathematics.float3x3.c2">
  c2
  
  </h3>

  <div class="markdown level1 summary"><p>Column 2 of the matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public float3 c2</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float3x3_identity" data-uid="Unity.Mathematics.float3x3.identity">
  identity
  
  </h3>

  <div class="markdown level1 summary"><p>float3x3 identity transform.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly float3x3 identity</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd></dd>
  </dl>










  <h3 id="Unity_Mathematics_float3x3_zero" data-uid="Unity.Mathematics.float3x3.zero">
  zero
  
  </h3>

  <div class="markdown level1 summary"><p>float3x3 zero value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static readonly float3x3 zero</code></pre>
  </div>




  <h4 class="section">字段值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd></dd>
  </dl>









  <h2 class="section" id="properties">属性
</h2>


  <a id="Unity_Mathematics_float3x3_Item_" data-uid="Unity.Mathematics.float3x3.Item*"></a>

  <h3 id="Unity_Mathematics_float3x3_Item_System_Int32_" data-uid="Unity.Mathematics.float3x3.Item(System.Int32)">
  this[int]
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the float3 element at a specified index.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public ref float3 this[int index] { get; }</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>index</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd></dd>
  </dl>




  <h4 class="section">属性值</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd></dd>
  </dl>








  <h2 class="section" id="methods">方法
</h2>


  <a id="Unity_Mathematics_float3x3_AxisAngle_" data-uid="Unity.Mathematics.float3x3.AxisAngle*"></a>

  <h3 id="Unity_Mathematics_float3x3_AxisAngle_Unity_Mathematics_float3_System_Single_" data-uid="Unity.Mathematics.float3x3.AxisAngle(Unity.Mathematics.float3,System.Single)">
  AxisAngle(float3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix representing a rotation around a unit axis by an angle in radians.
The rotation direction is clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 AxisAngle(float3 axis, float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>axis</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The rotation axis.</p>
</dd>
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The angle of rotation in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 matrix representing the rotation around an axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Equals_" data-uid="Unity.Mathematics.float3x3.Equals*"></a>

  <h3 id="Unity_Mathematics_float3x3_Equals_System_Object_" data-uid="Unity.Mathematics.float3x3.Equals(System.Object)">
  Equals(object)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override bool Equals(object o)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>o</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.object">object</a></dt>
    <dd><p>Right hand side argument to compare equality with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>The result of the equality comparison.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Equals_" data-uid="Unity.Mathematics.float3x3.Equals*"></a>

  <h3 id="Unity_Mathematics_float3x3_Equals_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.Equals(Unity.Mathematics.float3x3)">
  Equals(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns true if the float3x3 is equal to a given float3x3, false otherwise.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public bool Equals(float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side argument to compare equality with.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>The result of the equality comparison.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Euler_" data-uid="Unity.Mathematics.float3x3.Euler*"></a>

  <h3 id="Unity_Mathematics_float3x3_Euler_System_Single_System_Single_System_Single_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.float3x3.Euler(System.Single,System.Single,System.Single,Unity.Mathematics.math.RotationOrder)">
  Euler(float, float, float, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 Euler(float x, float y, float z, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in the given order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Euler_" data-uid="Unity.Mathematics.float3x3.Euler*"></a>

  <h3 id="Unity_Mathematics_float3x3_Euler_Unity_Mathematics_float3_Unity_Mathematics_math_RotationOrder_" data-uid="Unity.Mathematics.float3x3.Euler(Unity.Mathematics.float3,Unity.Mathematics.math.RotationOrder)">
  Euler(float3, RotationOrder)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing 3 rotations around the principal axes in a given order.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
When the rotation order is known at compile time, it is recommended for performance reasons to use specific
Euler rotation constructors such as EulerZXY(...).</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 Euler(float3 xyz, math.RotationOrder order = RotationOrder.Default)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
    <dt><code>order</code> <a class="xref" href="Unity.Mathematics.math.html">math</a>.<a class="xref" href="Unity.Mathematics.math.RotationOrder.html">RotationOrder</a></dt>
    <dd><p>The order in which the rotations are applied.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in the given order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerXYZ_" data-uid="Unity.Mathematics.float3x3.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerXYZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerXYZ(System.Single,System.Single,System.Single)">
  EulerXYZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerXYZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerXYZ_" data-uid="Unity.Mathematics.float3x3.EulerXYZ*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerXYZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerXYZ(Unity.Mathematics.float3)">
  EulerXYZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the x-axis, then the y-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerXYZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in x-y-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerXZY_" data-uid="Unity.Mathematics.float3x3.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerXZY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerXZY(System.Single,System.Single,System.Single)">
  EulerXZY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerXZY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerXZY_" data-uid="Unity.Mathematics.float3x3.EulerXZY*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerXZY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerXZY(Unity.Mathematics.float3)">
  EulerXZY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the x-axis, then the z-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerXZY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in x-z-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerYXZ_" data-uid="Unity.Mathematics.float3x3.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerYXZ_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerYXZ(System.Single,System.Single,System.Single)">
  EulerYXZ(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerYXZ(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerYXZ_" data-uid="Unity.Mathematics.float3x3.EulerYXZ*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerYXZ_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerYXZ(Unity.Mathematics.float3)">
  EulerYXZ(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the y-axis, then the x-axis and finally the z-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerYXZ(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in y-x-z order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerYZX_" data-uid="Unity.Mathematics.float3x3.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerYZX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerYZX(System.Single,System.Single,System.Single)">
  EulerYZX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerYZX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerYZX_" data-uid="Unity.Mathematics.float3x3.EulerYZX*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerYZX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerYZX(Unity.Mathematics.float3)">
  EulerYZX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the y-axis, then the z-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerYZX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in y-z-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerZXY_" data-uid="Unity.Mathematics.float3x3.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerZXY_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerZXY(System.Single,System.Single,System.Single)">
  EulerZXY(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerZXY(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerZXY_" data-uid="Unity.Mathematics.float3x3.EulerZXY*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerZXY_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerZXY(Unity.Mathematics.float3)">
  EulerZXY(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the z-axis, then the x-axis and finally the y-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.
This is the default order rotation order in Unity.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerZXY(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in z-x-y order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerZYX_" data-uid="Unity.Mathematics.float3x3.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerZYX_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.EulerZYX(System.Single,System.Single,System.Single)">
  EulerZYX(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerZYX(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the x-axis in radians.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the y-axis in radians.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The rotation angle around the z-axis in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_EulerZYX_" data-uid="Unity.Mathematics.float3x3.EulerZYX*"></a>

  <h3 id="Unity_Mathematics_float3x3_EulerZYX_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.EulerZYX(Unity.Mathematics.float3)">
  EulerZYX(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 rotation matrix constructed by first performing a rotation around the z-axis, then the y-axis and finally the x-axis.
All rotation angles are in radians and clockwise when looking along the rotation axis towards the origin.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 EulerZYX(float3 xyz)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>xyz</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>A float3 vector containing the rotation angles around the x-, y- and z-axis measures in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing the rotation by Euler angles in z-y-x order.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_GetHashCode_" data-uid="Unity.Mathematics.float3x3.GetHashCode*"></a>

  <h3 id="Unity_Mathematics_float3x3_GetHashCode" data-uid="Unity.Mathematics.float3x3.GetHashCode">
  GetHashCode()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a hash code for the float3x3.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override int GetHashCode()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>The computed hash code.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_LookRotation_" data-uid="Unity.Mathematics.float3x3.LookRotation*"></a>

  <h3 id="Unity_Mathematics_float3x3_LookRotation_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.LookRotation(Unity.Mathematics.float3,Unity.Mathematics.float3)">
  LookRotation(float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 view rotation matrix given a unit length forward vector and a unit length up vector.
The two input vectors are assumed to be unit length and not collinear.
If these assumptions are not met use float3x3.LookRotationSafe instead.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 LookRotation(float3 forward, float3 up)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>forward</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The forward vector to align the center of view with.</p>
</dd>
    <dt><code>up</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The up vector to point top of view toward.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 view rotation matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_LookRotationSafe_" data-uid="Unity.Mathematics.float3x3.LookRotationSafe*"></a>

  <h3 id="Unity_Mathematics_float3x3_LookRotationSafe_Unity_Mathematics_float3_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.LookRotationSafe(Unity.Mathematics.float3,Unity.Mathematics.float3)">
  LookRotationSafe(float3, float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 view rotation matrix given a forward vector and an up vector.
The two input vectors are not assumed to be unit length.
If the magnitude of either of the vectors is so extreme that the calculation cannot be carried out reliably or the vectors are collinear,
the identity will be returned instead.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 LookRotationSafe(float3 forward, float3 up)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>forward</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The forward vector to align the center of view with.</p>
</dd>
    <dt><code>up</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The up vector to point top of view toward.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 view rotation matrix or the identity matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_RotateX_" data-uid="Unity.Mathematics.float3x3.RotateX*"></a>

  <h3 id="Unity_Mathematics_float3x3_RotateX_System_Single_" data-uid="Unity.Mathematics.float3x3.RotateX(System.Single)">
  RotateX(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix that rotates around the x-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 RotateX(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the x-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing a rotation around the x-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_RotateY_" data-uid="Unity.Mathematics.float3x3.RotateY*"></a>

  <h3 id="Unity_Mathematics_float3x3_RotateY_System_Single_" data-uid="Unity.Mathematics.float3x3.RotateY(System.Single)">
  RotateY(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix that rotates around the y-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 RotateY(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the y-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing a rotation around the y-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_RotateZ_" data-uid="Unity.Mathematics.float3x3.RotateZ*"></a>

  <h3 id="Unity_Mathematics_float3x3_RotateZ_System_Single_" data-uid="Unity.Mathematics.float3x3.RotateZ(System.Single)">
  RotateZ(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix that rotates around the z-axis by a given number of radians.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 RotateZ(float angle)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>angle</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The clockwise rotation angle when looking along the z-axis towards the origin in radians.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing a rotation around the z-axis.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Scale_" data-uid="Unity.Mathematics.float3x3.Scale*"></a>

  <h3 id="Unity_Mathematics_float3x3_Scale_System_Single_" data-uid="Unity.Mathematics.float3x3.Scale(System.Single)">
  Scale(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix representing a uniform scaling of all axes by s.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 Scale(float s)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>s</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The uniform scaling factor.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 matrix representing a uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Scale_" data-uid="Unity.Mathematics.float3x3.Scale*"></a>

  <h3 id="Unity_Mathematics_float3x3_Scale_System_Single_System_Single_System_Single_" data-uid="Unity.Mathematics.float3x3.Scale(System.Single,System.Single,System.Single)">
  Scale(float, float, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix representing a non-uniform axis scaling by x, y and z.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 Scale(float x, float y, float z)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>x</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The x-axis scaling factor.</p>
</dd>
    <dt><code>y</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The y-axis scaling factor.</p>
</dd>
    <dt><code>z</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>The z-axis scaling factor.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing a non-uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_Scale_" data-uid="Unity.Mathematics.float3x3.Scale*"></a>

  <h3 id="Unity_Mathematics_float3x3_Scale_Unity_Mathematics_float3_" data-uid="Unity.Mathematics.float3x3.Scale(Unity.Mathematics.float3)">
  Scale(float3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a float3x3 matrix representing a non-uniform axis scaling by the components of the float3 vector v.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 Scale(float3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.float3.html">float3</a></dt>
    <dd><p>The vector containing non-uniform scaling factors.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 rotation matrix representing a non-uniform scale.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_ToString_" data-uid="Unity.Mathematics.float3x3.ToString*"></a>

  <h3 id="Unity_Mathematics_float3x3_ToString" data-uid="Unity.Mathematics.float3x3.ToString">
  ToString()
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the float3x3.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public override string ToString()</code></pre>
  </div>


  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>String representation of the value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_ToString_" data-uid="Unity.Mathematics.float3x3.ToString*"></a>

  <h3 id="Unity_Mathematics_float3x3_ToString_System_String_System_IFormatProvider_" data-uid="Unity.Mathematics.float3x3.ToString(System.String,System.IFormatProvider)">
  ToString(string, IFormatProvider)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns a string representation of the float3x3 using a specified format and culture-specific format information.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public string ToString(string format, IFormatProvider formatProvider)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>format</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>Format string to use during string formatting.</p>
</dd>
    <dt><code>formatProvider</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.iformatprovider">IFormatProvider</a></dt>
    <dd><p>Format provider to use during string formatting.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="https://learn.microsoft.com/dotnet/api/system.string">string</a></dt>
    <dd><p>String representation of the value.</p>
</dd>
  </dl>











  <h2 class="section" id="operators">运算符
</h2>


  <a id="Unity_Mathematics_float3x3_op_Addition_" data-uid="Unity.Mathematics.float3x3.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Addition_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Addition(System.Single,Unity.Mathematics.float3x3)">
  operator +(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator +(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Addition_" data-uid="Unity.Mathematics.float3x3.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Addition_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Addition(Unity.Mathematics.float3x3,System.Single)">
  operator +(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator +(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Addition_" data-uid="Unity.Mathematics.float3x3.op_Addition*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Addition_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Addition(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator +(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise addition operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator +(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise addition.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise addition.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise addition.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Decrement_" data-uid="Unity.Mathematics.float3x3.op_Decrement*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Decrement_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Decrement(Unity.Mathematics.float3x3)">
  operator --(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise decrement operation on a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator --(float3x3 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Value to use when computing the componentwise decrement.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise decrement.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Division_" data-uid="Unity.Mathematics.float3x3.op_Division*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Division_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Division(System.Single,Unity.Mathematics.float3x3)">
  operator /(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator /(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Division_" data-uid="Unity.Mathematics.float3x3.op_Division*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Division_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Division(Unity.Mathematics.float3x3,System.Single)">
  operator /(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator /(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Division_" data-uid="Unity.Mathematics.float3x3.op_Division*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Division_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Division(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator /(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise division operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator /(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise division.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise division.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise division.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Equality_" data-uid="Unity.Mathematics.float3x3.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Equality_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Equality(System.Single,Unity.Mathematics.float3x3)">
  operator ==(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator ==(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Equality_" data-uid="Unity.Mathematics.float3x3.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Equality_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Equality(Unity.Mathematics.float3x3,System.Single)">
  operator ==(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator ==(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Equality_" data-uid="Unity.Mathematics.float3x3.op_Equality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Equality_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Equality(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator ==(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise equality operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator ==(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise equality.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise equality.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise equality.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Explicit_" data-uid="Unity.Mathematics.float3x3.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Explicit_System_Boolean__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Explicit(System.Boolean)~Unity.Mathematics.float3x3">
  explicit operator float3x3(bool)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a single bool value to a float3x3 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float3x3(bool v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.boolean">bool</a></dt>
    <dd><p>bool to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Explicit_" data-uid="Unity.Mathematics.float3x3.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Explicit_System_Double__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Explicit(System.Double)~Unity.Mathematics.float3x3">
  explicit operator float3x3(double)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a single double value to a float3x3 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float3x3(double v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.double">double</a></dt>
    <dd><p>double to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Explicit_" data-uid="Unity.Mathematics.float3x3.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Explicit_Unity_Mathematics_bool3x3__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Explicit(Unity.Mathematics.bool3x3)~Unity.Mathematics.float3x3">
  explicit operator float3x3(bool3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a bool3x3 matrix to a float3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float3x3(bool3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Explicit_" data-uid="Unity.Mathematics.float3x3.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Explicit_Unity_Mathematics_double3x3__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Explicit(Unity.Mathematics.double3x3)~Unity.Mathematics.float3x3">
  explicit operator float3x3(double3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Explicitly converts a double3x3 matrix to a float3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float3x3(double3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.double3x3.html">double3x3</a></dt>
    <dd><p>double3x3 to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Explicit_" data-uid="Unity.Mathematics.float3x3.op_Explicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Explicit_Unity_Mathematics_float4x4__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Explicit(Unity.Mathematics.float4x4)~Unity.Mathematics.float3x3">
  explicit operator float3x3(float4x4)
  
  </h3>

  <div class="markdown level1 summary"><p>Converts a float4x4 to a float3x3.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static explicit operator float3x3(float4x4 f4x4)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>f4x4</code> <a class="xref" href="Unity.Mathematics.float4x4.html">float4x4</a></dt>
    <dd><p>The float4x4 to convert to a float3x3.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>The float3x3 constructed from the upper left 3x3 of the input float4x4 matrix.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThan_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThan_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan(System.Single,Unity.Mathematics.float3x3)">
  operator &gt;(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThan_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThan_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan(Unity.Mathematics.float3x3,System.Single)">
  operator &gt;(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThan_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThan_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_GreaterThan(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator &gt;(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater than operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise greater than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise greater than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual(System.Single,Unity.Mathematics.float3x3)">
  operator &gt;=(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;=(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual(Unity.Mathematics.float3x3,System.Single)">
  operator &gt;=(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;=(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_GreaterThanOrEqual_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_GreaterThanOrEqual(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator &gt;=(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise greater or equal operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &gt;=(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise greater or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise greater or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise greater or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Implicit_" data-uid="Unity.Mathematics.float3x3.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Implicit_System_Int32__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Implicit(System.Int32)~Unity.Mathematics.float3x3">
  implicit operator float3x3(int)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single int value to a float3x3 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float3x3(int v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.int32">int</a></dt>
    <dd><p>int to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Implicit_" data-uid="Unity.Mathematics.float3x3.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Implicit_System_Single__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Implicit(System.Single)~Unity.Mathematics.float3x3">
  implicit operator float3x3(float)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single float value to a float3x3 matrix by assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float3x3(float v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>float to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Implicit_" data-uid="Unity.Mathematics.float3x3.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Implicit_System_UInt32__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Implicit(System.UInt32)~Unity.Mathematics.float3x3">
  implicit operator float3x3(uint)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a single uint value to a float3x3 matrix by converting it to float and assigning it to every component.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float3x3(uint v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.uint32">uint</a></dt>
    <dd><p>uint to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Implicit_" data-uid="Unity.Mathematics.float3x3.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Implicit_Unity_Mathematics_int3x3__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Implicit(Unity.Mathematics.int3x3)~Unity.Mathematics.float3x3">
  implicit operator float3x3(int3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a int3x3 matrix to a float3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float3x3(int3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.int3x3.html">int3x3</a></dt>
    <dd><p>int3x3 to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Implicit_" data-uid="Unity.Mathematics.float3x3.op_Implicit*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Implicit_Unity_Mathematics_uint3x3__Unity_Mathematics_float3x3" data-uid="Unity.Mathematics.float3x3.op_Implicit(Unity.Mathematics.uint3x3)~Unity.Mathematics.float3x3">
  implicit operator float3x3(uint3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Implicitly converts a uint3x3 matrix to a float3x3 matrix by componentwise conversion.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static implicit operator float3x3(uint3x3 v)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>v</code> <a class="xref" href="Unity.Mathematics.uint3x3.html">uint3x3</a></dt>
    <dd><p>uint3x3 to convert to float3x3</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Converted value.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Increment_" data-uid="Unity.Mathematics.float3x3.op_Increment*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Increment_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Increment(Unity.Mathematics.float3x3)">
  operator ++(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise increment operation on a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator ++(float3x3 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Value to use when computing the componentwise increment.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise increment.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Inequality_" data-uid="Unity.Mathematics.float3x3.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Inequality_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Inequality(System.Single,Unity.Mathematics.float3x3)">
  operator !=(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator !=(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Inequality_" data-uid="Unity.Mathematics.float3x3.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Inequality_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Inequality(Unity.Mathematics.float3x3,System.Single)">
  operator !=(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator !=(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Inequality_" data-uid="Unity.Mathematics.float3x3.op_Inequality*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Inequality_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Inequality(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator !=(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise not equal operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator !=(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise not equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise not equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise not equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThan_" data-uid="Unity.Mathematics.float3x3.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThan_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_LessThan(System.Single,Unity.Mathematics.float3x3)">
  operator &lt;(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThan_" data-uid="Unity.Mathematics.float3x3.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThan_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_LessThan(Unity.Mathematics.float3x3,System.Single)">
  operator &lt;(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThan_" data-uid="Unity.Mathematics.float3x3.op_LessThan*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThan_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_LessThan(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator &lt;(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less than operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise less than.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise less than.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less than.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThanOrEqual_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual(System.Single,Unity.Mathematics.float3x3)">
  operator &lt;=(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;=(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThanOrEqual_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual(Unity.Mathematics.float3x3,System.Single)">
  operator &lt;=(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;=(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_LessThanOrEqual_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_LessThanOrEqual_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_LessThanOrEqual(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator &lt;=(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise less or equal operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static bool3x3 operator &lt;=(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise less or equal.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise less or equal.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.bool3x3.html">bool3x3</a></dt>
    <dd><p>bool3x3 result of the componentwise less or equal.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Modulus_" data-uid="Unity.Mathematics.float3x3.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Modulus_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Modulus(System.Single,Unity.Mathematics.float3x3)">
  operator %(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator %(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Modulus_" data-uid="Unity.Mathematics.float3x3.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Modulus_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Modulus(Unity.Mathematics.float3x3,System.Single)">
  operator %(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator %(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Modulus_" data-uid="Unity.Mathematics.float3x3.op_Modulus*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Modulus_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Modulus(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator %(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise modulus operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator %(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise modulus.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise modulus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise modulus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Multiply_" data-uid="Unity.Mathematics.float3x3.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Multiply_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Multiply(System.Single,Unity.Mathematics.float3x3)">
  operator *(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator *(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Multiply_" data-uid="Unity.Mathematics.float3x3.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Multiply_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Multiply(Unity.Mathematics.float3x3,System.Single)">
  operator *(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator *(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Multiply_" data-uid="Unity.Mathematics.float3x3.op_Multiply*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Multiply_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Multiply(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator *(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise multiplication operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator *(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise multiplication.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise multiplication.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise multiplication.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Subtraction_" data-uid="Unity.Mathematics.float3x3.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Subtraction_System_Single_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Subtraction(System.Single,Unity.Mathematics.float3x3)">
  operator -(float, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on a float value and a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator -(float lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Left hand side float to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Subtraction_" data-uid="Unity.Mathematics.float3x3.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Subtraction_Unity_Mathematics_float3x3_System_Single_" data-uid="Unity.Mathematics.float3x3.op_Subtraction(Unity.Mathematics.float3x3,System.Single)">
  operator -(float3x3, float)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on a float3x3 matrix and a float value.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator -(float3x3 lhs, float rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="https://learn.microsoft.com/dotnet/api/system.single">float</a></dt>
    <dd><p>Right hand side float to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_Subtraction_" data-uid="Unity.Mathematics.float3x3.op_Subtraction*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_Subtraction_Unity_Mathematics_float3x3_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_Subtraction(Unity.Mathematics.float3x3,Unity.Mathematics.float3x3)">
  operator -(float3x3, float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise subtraction operation on two float3x3 matrices.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator -(float3x3 lhs, float3x3 rhs)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>lhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Left hand side float3x3 to use to compute componentwise subtraction.</p>
</dd>
    <dt><code>rhs</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Right hand side float3x3 to use to compute componentwise subtraction.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise subtraction.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_UnaryNegation_" data-uid="Unity.Mathematics.float3x3.op_UnaryNegation*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_UnaryNegation_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_UnaryNegation(Unity.Mathematics.float3x3)">
  operator -(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise unary minus operation on a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator -(float3x3 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Value to use when computing the componentwise unary minus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise unary minus.</p>
</dd>
  </dl>











  <a id="Unity_Mathematics_float3x3_op_UnaryPlus_" data-uid="Unity.Mathematics.float3x3.op_UnaryPlus*"></a>

  <h3 id="Unity_Mathematics_float3x3_op_UnaryPlus_Unity_Mathematics_float3x3_" data-uid="Unity.Mathematics.float3x3.op_UnaryPlus(Unity.Mathematics.float3x3)">
  operator +(float3x3)
  
  </h3>

  <div class="markdown level1 summary"><p>Returns the result of a componentwise unary plus operation on a float3x3 matrix.</p>
</div>
  <div class="markdown level1 conceptual"></div>

  <div class="codewrapper">
    <pre><code class="lang-csharp hljs">public static float3x3 operator +(float3x3 val)</code></pre>
  </div>

  <h4 class="section">参数</h4>
  <dl class="parameters">
    <dt><code>val</code> <a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>Value to use when computing the componentwise unary plus.</p>
</dd>
  </dl>

  <h4 class="section">返回</h4>
  <dl class="parameters">
    <dt><a class="xref" href="Unity.Mathematics.float3x3.html">float3x3</a></dt>
    <dd><p>float3x3 result of the componentwise unary plus.</p>
</dd>
  </dl>












</article>


        
      </div>

      <div class="affix">
        <nav id="affix"></nav>
      </div>
    </main>

    <div class="container-xxl search-results" id="search-results"></div>

    <footer class="border-top">
      <div class="container-xxl">
        <div class="flex-fill">
          <span>Made with <a href="https://dotnet.github.io/docfx">docfx</a></span>
        </div>
      </div>
    </footer>
  </body>
</html>